1Deal 9 to ALL monsters. Gain 2 Guard. Apply 2 Ember.
Ash Storm struggled against groups. It deals a little more to every monster.

35 changes across cards, monsters, monster groups, bosses and charms. Each one shows what it does now, the numbers that changed, and why.
Stronger than before.
1Deal 9 to ALL monsters. Gain 2 Guard. Apply 2 Ember.
Ash Storm struggled against groups. It deals a little more to every monster.
1Deal 1. Sear 4. Apply 2 Ember.
Flame Arc was one of Flame's weakest cards. It now burns a little more.
1Deal 2. Gain 4 Guard. Heal 3.
Cold Comfort was one of Frost's weakest picks. A slightly bigger heal makes it worth a slot.
1Deal 5. Apply 5 Shatter. Chain: apply 3 more.
Frost Mark did almost nothing on the turn you played it. It now hits a little harder right away.
1Deal 2. Gain 2 Guard. Apply 4 Chill.
Frost struggled on the first descent and Frostbite felt like it did too little. One more Chill helps it set up the freeze.
1Deal 5, then 5. Chain: apply 2 Bleed.
New players often start with Blood and lose early. Crimson Slash now hits a little harder on both swings.
1Lose 2 HP. Deal 24. Unleash 2.
Sacrifice cost health and did not hit hard enough to be worth it. The hit is bigger now.
1Deal 5 per card played this turn to 2 random monsters.
Forked Arc rarely paid off. Each card you play now adds a little more to it.
1Deal 5. Gain 2 Guard. Heal 3.
Storm had a rough first descent. Ground Wire now hits a little harder so the early fights go quicker.
1Deal 5 to ALL monsters. Gain 2 Guard. Draw 1.
Scatter Bolt felt weak against groups. A little more damage to every monster helps it clear a room.
The Shroudwright fell before its measuring could ever matter. With a little more health, its chalk lines get time to close in.
Sillrot crumbled like old wood when it should swell and stick. It is sturdier now, so forcing that door takes real work.
The Lazaret’s ward was emptied too quickly to feel like a place you must escape. It has more health now, so its careful treatment has time to work on you.
The Undertow sank too fast for its pull to matter. It stands a little longer now, so the black water gets its say.
Diabase is the floor of the Atlas, and the floor should not give way that easily. It now holds a while longer before it breaks.
Zael’s tally of your self-inflicted wounds rarely had time to come due. A little more health keeps its ledger open.
Start each combat with 7 Wrath. Healing in combat is halved.
Red Toll was the weakest of the new charms. It now gives more Wrath.
Played cards deal 6. When you take damage, lose 3 more HP.
Hungering Blade's price felt bigger than its reward. Each card now deals a little more.
When you take damage, deal 9 back to the enemy.
Thornheart rarely paid off. It now hits back harder.
Enemies start each combat with 4 Shatter.
Fracture Crown felt weak for what it is. It now applies more Shatter.
When you take damage, gain 3 Wrath.
Berserker Brand felt like a weak pick. It now gives more Wrath.
Whenever you Chain, deal 7 to the enemy.
Galecharge Sigil rarely made a difference. It now hits harder.
Every 3rd card you play each turn deals 11 to the enemy.
Wildfire Heart was one of the charms players most often regretted. It now hits harder.
Trimmed back a little.
1Gain 7 Guard. Deal 14 per Edge to ALL monsters.
Poise runs were winning far more than any other deck, and Keen Fan was one of the cards carrying them. Its sweep hits a little softer; the Guard stays.
1Deal 21 per Edge. Deal 1 per Combo.
A small trim to one of Poise's strongest finishers, so the deck sits closer to the others.
1Gain 15 Guard. Hone up to 13.
Still Water gave Poise more Guard than it needed. The Hone that drives the deck is untouched.
0Lose 1 HP. Gain 4 Wrath. Apply 2 Bleed.
Blood Gash fed Verge more Wrath than the deck needed. The Bleed stays as it was.
1Heal 8. Apply 1 Chill. Accrete 1.
Verge was comfortably ahead of the pack, and Scar Mend's heal was a big part of that. It heals a little less.
The Broodmother stopped many first runs early. Its biggest attack is a little softer.
The Gantry ended far more runs than the other monsters of the Galleries. Its two big swings hit a little softer.
The Furnace Thrall was one of the toughest elites in the Kiln. Its slam is a little softer.
The Slag Hauler hit harder than the rest of the Kiln. Its bucket swing is a little softer.
The Glazier was the Kiln's deadliest regular monster. Its main hit is a little softer.
The Slagwright was ending a lot of runs, especially for newer players. It has a little less health and its twin strike is softer.
2 monsters, floors 3–4. Each one fights at a share of its lone strength: 52% behind a ◆◆ door.
This pair was far deadlier than a single monster behind the same door. Both members now fight a little weaker.
The Wallmason (leader) · The Gantry
Atlas of Doors · Season VIII balance changes · Everything new in Season VIII